There is a growing interest in engaging today's learners, the so-called
digital natives (Prensky, 2001) through the use of computer games. In
this session, we will be taking a look at the reasons for doing so, as
well as looking at a range of computer games that can be used for
language learning, both inside the classroom and out.

We will finish by taking a look at a project that the we are both involved in with the British Council, creating a space for language learning and language learners in the Teen Grid of the virtual world Second Life. Whilst not a game, Second Life also has the ability to captivate and shows great potential for education.